It's not guaranteed but chances are high it would happen at some point. If Zoma is indeed on the field and use of straight flush is not possible, but when the field is cleared with wacky magic, the only option would be to not sacrifice Meteor dragon for buffing Cu Chullian, but to sacrifice the last hopper and the Meteor dragon to clear Sakuretsu Armor by attacking with 2 of them first if he set 2 of those trap cards. We lose 1500 points couse we didnt' do over 10k but over 5k but we still win.

The whole mode needs an overhaul. Seems like it was poorly balanced for high tier meta. As it stands now the team that rushes the point gets 0 advantage. The pushing ships will get focused fire if the whole enemy decides to just camp at the spawn, resulting in the team that acutally plays objective getting PUNISHED for doing this. This is just not fun and frustrating, and reward is not worth the effort.
As it is now the centre ring being captured does not cap the outer rings by default for that given team, that should be changed to force enemy team to actually push in and retake the cap, but even then both teams start with too many points to actually "feel" the need to push the zones, resulting in the team that acutally manage to cap the centre lose the game in most cases.
The only solution to this mode I can see is to make A. Caps capturable even if there are enemy ships in the zone. (Having more ships results in the cap progress not being interrupted.) and/or B. Make cyclone permament on these maps to promote actual fights.

From my testing Hull A setup just works better with secondary build. The 128mm guns have awkward firing arcs and angles often hitting the belt resulting in no damage, they also break faster than their hull A counterparts most likely to how packed they are. I might see them work on the currywurst due to better placement of the turrets and how big the whole thing is but for Gneisenau they're in weird place.
But this could be the reason i'm gonna switch from AFT and MS to DE and CE if i find secondary build on Currywurst not valid.

Free xp the C hull, skip the B hull. Spec your captain to secondaries. Play it like a brawler front to the enemy using the 3rd turret only when you won't expose full broadside to enemy BB. It's more maneuverable than Iowa, and with C hull the deck is no longer covered with gasoline.

I'll be that guy and ask:
You got no intention to advance to kagero (you've got over 700 battles)?
Also your playstyle suggests mainly long range stealth torping, you ever thought using fubuki excellent guns to stealth fire on BBs to set them on fire?

If honestly you like that kind of playstyle your setup is fine but i would really switch to ibuki torps and drop TA for SI as your T3 skill.
Alternatively you can spec for much more aggressive fubuki with BFT, LS, TA/SI , AFT, CE and then getting TAE.
I've been using Kagero with this build with TA and Zao torps and it's been the most fun build i ever played on a DD.

That's true but still it's an alternative if you wanna have a freelook of your ship (for cinematic purposes couse totally useless in battle) or if you dont' mind the limited camera and you have good enough aquisition range.

I enjoyed kagero but my playstyle of it was a bit unique. Kagero is more of a sidegrade to Fubuki with worse MM. That's why i prioritized cap zones, i ditched SE in favour of AFT for stealth firing, Zao torps with TA for stealth torping enemy DDs at cap zones. This playstyle is more of a mix of US/RU DDs and you should play Kagero as such and forget about whole "fire torps from 15 km away (with ~2.3 km detection range) and hope for the best".

I honestly like it more than my Iowa which is also fully upgraded. Using same secondary build as you but i skipped buying B hull and went straight for C hull which has better secondaries (that 155mm AP is useless), deck is no longer covered in gasoline, rudder shift is actually better than Iowa with tighter turning cycle. And finally AA makes taiho regret staying too long in your AA zone. My build was MA1, Secondary battery mod 2, ROF mod, Rudder shift, Acquistion.
Ofc this build requires you to get in close to enemy so you have to play a bit smart but if you got support you can really do well.